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Out of all of the personal skills in Fates the one I found the most difficult to activate is Selena's Fierce Rival. Just the idea of following up a critical hit with a critical hit sounds like an overkill. Did anyone got it to work?

I'm doing a new run of revelations with Corrin as an Adventurer with +Magic using the Shining bow. What would be some good skills for her? Right now i'm thinking...
Bowfaire, Trample, Lifetaker, Swordbreaker
Also does anyone have a Corrin with Bowfaire because i can't find anyone who does. Thank ;)

Note, this thread is pure speculation and does not indicate any specific upcoming content.
Sacred Seals have been somewhat interesting since their inception in April last year, starting out as simple stat boosts and slowly expanding to include special skills exclusive to Sacred Seals (Quickened Pulse was the first), Fortify and Spur skills, and at some point Sacred Seals simply became "flexible Passive Skills". They only later gained the ability to be upgraded to have stronger, or more accurately "max level", effects via the Sacred Seal forge, as well as gaining access to crafting old Sacred Seals we may have missed and a few new seals.
There are now more than 60 unique player available Sacred Seals available to us, and only some of them are skills unique to Sacred Seals (though some are available as effects on personal weapons and personal skills), and with each Tempest Trial and Squad Assault, the number steadily grows. Of course that number is mostly padded out by the variations of stat boosting skills...
I'd like to ask you, what do you think lies in store for the future of Sacred Seals, now that it's been a year and a month? Is there any specific skill or effect you hope gets translated to a Sacred Seal? For the moment, let's discuss Sacred Seals here, those things I remember once being referred to as "items" to be given to a unit in an inventory slot...?
My opinion in the spoiler...

I'm kind of thinking of doing a balitician run just for something different. I took my new MU to 15 in On I Chieftain for counter. I will probably keep counter on and put in last slot for Kana. But i am wondering if I should run him through tactician or another class first before using sighting lens. I'm thinking I will want to get my unit Pavise, Renewal, Astra, Lethality and or Pointe Blank. Not sure who I should make her mother. I think his boon is skill or strength and his bane is luck. Does anyone have any advice on who would be best choice for Kana's mother? I know children can't inherit DLC skills.

Exactly as the title says, this is where you can throw around your personal ideas of what skills you'd like to see as well as discussing what others have proposed.
Skill Name (passive/activate, class it's designed for): Description (Notes) is how I've formatted mine, and it makes sense when you see it below. Feel free to format your's however you want.
A small note beforehand is that I personally dislike the percentage based skills common in the series, and would instead replace them with arts from Echoes, except instead of costing hp, skills require a cooldown after use or a build-up in order to use them. A lot more of these skills make sense with that in mind. Also, these are just ideas, and the specifics would obviously change after play-testing.
So without further ado:
Personal Skill Ideas:
General Skills Ideas:
I may add more later, as my mind blanked as I got to near end, and I've already spent more time than I'd have liked to on typing these up already.
So what are your thoughts on the matter?

First off, the poll above is a question I often wonder about myself.
I've thought about it for a while, but there should be ways that the skills and builds we give our units can apply to daily life, right? Such as using Falchion to peel apples or Astra to plow fields.
Do you yourself have a skill that best fits you or would enhance your daily life? We're in the Heroes mindset right now, but if a skill from a different game would fit better (or the skill you list works differently in another game), then that's fine to.
Here are links to the skills in Fire Emblem Heroes (Gamepedia FEH Wiki), for Weapons, Assists, Specials, Passives, and Sacred Seals.
If I had to describe myself, it'd probably be a combination of Fury and a B passive that triggers at lower percentages of HP (Desperation, Vantage, etc), since in a way that could be described as doing better when things wear you down, and also you are the one wearing yourself down.

Hey! First of all, new here, and second of all, I'm thinking of a Shigure(or Kana) with both Better Odds and Even Better(maybe Renewal as well) so he can be extremely hard to beat on the battlefield.
To start off, you will need to buy either Even Better or Better Odds off a Shigure/Kana from a previous game or from Streetpass. Since he and Kana are the only non-beastman(wolfskin/kitsune) characters that can become those classes, you have very few options to make this type of build by yourself. Kana with these skills is more self-sufficient, due to her personal skill, though I prefer keeping a male avatar so for people like me, Shigure is the only option. Either way, both characters need to have Keaton/Kaden as their parents, and Keaton/Kaden need to already be Wolfssegner/Nine-Tails(respectively) at Lv. 5 or above, in order to pass down their healing skill. After the kids gain both skills, they can either be a tanker, a badass DPS, a nuker, hatever you want them to be, really, as long as they can reliably survive the Enemy phases.
(Disclaimer: I am just a person that has many experimental ideas, none of which are really meant to be put into use in competitive play. If any readers decide to use any of my ideas in competitive play, thank you for thinking my ideas are good enough for the competitive scene. If you like these ideas, please let me know.)

Hello,
So I got Birthright when it first came out last year. Played it for a few weeks and got to around chapter 18 or so, then got sidetracked with life and other things. Recently, I got back into FE stuff and decided it was time to finally finish the game. However, it was a lot worse than I remember it being last year. The characters seemed boring and I'm pretty sure I invested in poor choices for my main units on that file (yeah, I know, "Birthright is so easy!" you will say...). I'm on Ch 22 on that file and my Hana gets wrecked constantly, Rinkah sucks, my Mozu is crap. I didn't use units like Oboro and Scarlet, who are highly acclaimed. Not that I knew then, I was just using units I thought would be good (Mozu = Donnel!? Not in this game). I remembering enjoying Awakening much more than Fates (I found I like the 'normal' medieval themed units of FE - cavalier, knight, hero, sage, etc. - more than the Japanese themed units...).
ANYWAY, since I'm giving BR another go, I figured I'd start a new file and give it a fresh start. I'm planning on using some of the kids this time around - I'm most excited for Sophie and Shiro. I figured the kids would give me more customizability with skills, as I loved training units for skills and planning out OP kids in Awakening (My favorites being Kjelle [Aegis, Pavise, Luna, Lethality, Dual Guard], Noire [Astra, Vengeance with a 102% proc rate!, Bowfaire, Lifetaker, Slow Burn], and Donnel [HP +5, Counter, Sol, Zeal, Armsthrift with 98% proc).
So I started looking into Sophie first and I based my Avatar around her -
Silas (Great Knight) + Avatar (Hoshidan Noble) = Sophie (Paladin) [Skills: Aegis, Pavise, Luna/Dragon Fang, Sol, Hoshidan Unity]
I selected her skills and was making a plan for class changes and inheritances from Silas and Avatar (who's secondary class is Knight). However, I started reading that class changes are finite, in contrast to Awakening where we could do as much as we wanted, and BR added a lot of new class change options with new seals and relationships (S, A+, and A with certain characters). Needless to say, I feel like BR is way harder to plan out kids and training than Awakening, and it's been awhile since I took FE as seriously as I did years ago with Awakening... I'm getting confused with the route here.
I was hoping to do the following: Silas class change to Knight - General (S relationship with Avatar) to grab Pavise - back to Great Knight for final class. Avatar change to Hoshidan Noble to get Hoshidan Unity. Recruit Sophie with Pavise and Hoshidan Unity inherited from parents. Change Sophie into Merc - Hero to grab Sol. Change to Nohr Princess (through mother's class inheritance) to get Dragon Fang AND/OR class back to Cavalier - Great Knight to get Luna. Finally, change to Paladin (end class) to finish with Aegis.
Is this possible? I definitely feel as if it is not optimal. I'm aware of buying skills on MyCastle. If I just buy stuff like Sol and Pavise for Sophie, will she miss out on growths and stuff from leveling her more on other classes to get certain skills? I'm not opposed to buying some skills if I can find a Sophie with some of the promoted class level 15 skills (Pavise).
Looking for any advice besides "Just make Sophie and then go buy all the skills" (which is obvious) to make this skill set as easily obtained and streamed lined as possible while maxing Sophie's stats.
Also, any advice on maximizing kids and tips for skill hunting (without using MyCastle) would be appreciated, as it would help me plan out other kids after Sophie. I just feel as if this game is not as intuitive as Awakening was with this stuff and is more confusing. Maybe I'm just getting old and stupid.
Thank you!
Tl;dr I don't like BR as much as Awakening - planning kids and skills is not as fun this time around. --- I want Avatar!Sophie. Avatar class at creation is Knight. Sophie ends as Paladin with Aegis, Pavise, Luna/Dragon Fang, Sol, Hoshidan Unity. Most efficient path to make this Sophie with maxed stats (aside from buying every skill from MyCastle)?

Hello,
As you can guess from the title, I've begun a Lunatic run. Well, Prologue is a real pain (in the ***), but it's manageable. Gamble and Focus are the only really annoying skills the ennemies have. Still, without the water trick, only Frederick can take down most of the ennemies. But when you face Counter users...well, they just reck you if you don't play full ranged attackers. The gae's balance is totally broken. Some classes aren't even useful. When you make a Griffon Rider, you only want it's skills, but you would really prefer a wyvern lord, which is much more cool-looking and has generations of FEs of existence. You would like to promote your fighter into a hero because hero has more reliable overall stats and sol? You won't before long, because you NEED that Couner skill if you want to hit back your opponents like they dare with you.
You nearly can't fight a Warrior at 1 range because you'll get severely wounded by the Counter. That skill was supposed to deal 30% of the damage back or not far from that, but in Awakening they decided that this skill would be cheated, and in Lunatic, as if the +13 HP to everybody, and the +5 HP skill to Fighters weren't enough, they also put Counter 100% activation and 100% damage returned. Even in the Exp DLC you face 1 luck/level shadows and the lv 30 have counter and some have counter + miracle...the ultimate skill abuse... It happened even in easy mode that I died from trying to kill them in close combat, just because the 2nd hit was returned thanks to damn miracle.
Galeforce i lower difficulties is a 3 turns/map skill, but in Lunatic it's just a hit and run skill. Because you can get really bad from one only fight.
I've bought Ashnard because he's so good, and I've used him in 2 or 3 chapters because the beginning of the game doesn't keep my attention, but even with his 29 res, he took 15 damage in one hit in the chapter where you defend the castle of Ylisse from Vallsomething. It means chapter 5 or something like that had a 44 magic damage unit outside of the boss (I think it was a wind magic, but even like that it means that you need 15 res and 30 HP to block it, and it let you with 1 HP).
Skills I would never want in an easy or even a hard mode run are totally worth or even OP in Lunatic, you really want them (for example, you would probably like a MU with anti-bows, anti-swords, anti-spears, anti-axes and anti-tomes, because basically you gain 50% accuracy and avoid against all of these annoying 40-60 Mt ennemies and it means you will mostly dodge everything, but also you won't be dodged by insane avoid ennemies).
Lunatic ennemies are so annoying. You see in the chapter where you recruit Cordelia, there is a lv5 Fighter with 32 HP (with HP+5), 16 strength and 11 speed. Then, WHY THE **** DOES MY VAIKE HAVE 6 SPD, 8 STRENGTH OR SO AND NOTHING ELSE? Seriously. I'm running lunatic only to see what the last chapters are like in Hell, but if not for curiosity, I would never run such a no-brain mode. It's not about you having to deal with more ennemies, or choose a little character pannel to go further, it's about EACH SINGLE ENNEMY HAVING MORE STATS THAN YOU + SKILLS! And that from the very beginning, where your Lord can't even 1v1 a little swordsman without taking 2 potions or dealing a critical hit! you get hit, even a potion doesn't heal enough for you to fully heal. Every single ennemy starts with A rank in every weapon, but you start E or D... Even Frederick's 14 base def let 5-9 damage pass through during the first 3 chapters, and then it's even worse since wyvern riders are even more abused with more strength, more mobility, much more def etc. than fighters and barbarians.
I think I'm really gonna put everything into Chrom until I get Lucina, then put Chrom in the support position and never use him ever again to avoid certain death!
What I intend to do: Chrom lv 20/15 Lord, then reclass into Great Knight/Bow Knight, take dual guard+/anti-bows then go for Bow Knight/Paladin and go for anti-bows/aegis, then the last one (I think I'll go for GN last because it gives +1 movement as a support character). Sumia 20/15 Dark flier, then GN/general, then the other one, and finish with war cleric/Valkyrie for bonus res to Lucina (the only stat which won't cap otherwise when you get her lv 10). This way I get Lucina maxed stats everywhere, with Galeforce Aether, promote her for Majesty, then switch for a more useful class, depending on what I'll need by then.
After that, as always, rush to Yggdrasil map, finish it, and unlock Scolaris for grinding the units I want to use, and make an anti-everything MU and see if he needs it all the time or not, depending on the ennemies' cheatedness.
If you have more advice to give me, (assuming I'm using EXP DLC and gold DLC), don't hesitate. If you just want to dicuss about how Lunatic is really dumb as full of stats-cheaters and annoying skills, there you are! I made this topic for that, and you can also tell us what skills they possess that makes you COMPLETELY MAD MAWAHAHAHAHA!
See you!

So I'm turning my Hayato into a Dark Knight. Here are the growths and caps.
Hayato: HP/65% Str/50% Mag/50% Skl/35% Spd/55% Lck/65% Def/55% Res/25% HP/55 Str/32 Mag/32 Skl/27 Spd/29 Lck/32 Def/33 Res/29
There are like no websites on good skills to give Hayato since barely anyone uses him. I was thinking about Death Blow and Certain Blow to patch up his shaky Skill, and maybe some Seal- skills since he isn't ORKOing any foes. What do you think I should give him?

Aight, back at it again, this time with Subaki. What would be some good S-Support partners, final class, and skills for Mr. Perfect himself, Subaki. I heard Oboro was a good partner for him, what are your thoughts?

Aight, back at it again, this time with Subaki. What would be some good S-Support partners, final class, and skills for Mr. Perfect himself, Subaki. I heard Oboro was a good partner for him, what are your thoughts?

I'm planning to optimize almost every unit on a Revelation-Classic Lunatic Run that i plan to be doing. I'm up to Sakura on the list, and I saw that her best class was Priestess. What would be some supportive skills to put on her?

So I've been planning a playthrough of Revelations for a bit, and for it I've really been considering have Corrin end up in the Vanguard class. And I started to wonder what skills, boon, and banes synergized with the class best.
So, What are some skills, boons and banes that synergize well with the Vanguard class? Looking at it, it looks to be a very physical class, that would appreciate a bit more speed but I'd like hear more about it.

When I finish a castle battle I noticed it a few times that some skills were grayed out. I did look it up and people were saying you can't buy dlc skills, but
they weren't dlc skills. I tried to get Luna, renewal, and bold stance (though I'm not sure that one is dlc or not.). Does anyone know why?

Sorry if there's an obvious answer to this elsewhere. I looked it up to the best of my (admittedly limited) ability and couldn't find the info I was looking for.
Can characters use skills for weapons their class doesn't have access to?
For example, let's say I have Faye use an iron sword until she gets the windswept skill as a villager, then promote her into a cleric. Or have Atlas use Astra until he gets the astral blow skill, then promote him into an archer. Will they have access to the skills they learned as villagers, even if they promote into classes that don't use swords?

Quick question!
Would it be possible to set some of the skills into scrolls in such a way that one could have the scroll in their inventory (or use it), and give them skills like Great Shield or Pierce?

Since this game does have DLC and any characters except Alm and Celica can reclass back to Villagers using the new Reclass item. But, what kind of Special DLC Classes, Items, Skills, and maybe a character rewards do you like to see it happening for Fire Emblem Echoes: Shadows of Valentia just they did with Fire Emblem Awakening and Fates like how they added Dread Fighter, Bride, Dark Falcon, Bastillian, and Witch as a DLC reward?
I personally wanted to see if they can might add the Swordmaster class from the April Fools prank from the Japanese website that was shown from this April Fools day, Dark Knights, Dark Fliers (or Dark Falcon), Great Knights, Assassins, War Clerics, and/or Dancers since we did saw those Dancing Girls were in Zofian Castle that was shown in the Fire Emblem Direct as a DLC class. I know that Dread Fighters are third tiers from the Mercenary line for Echoes, but I personally wanted to see Witches to be playable in Echoes since Fire Emblem Fates have Witches returned and got a chance to be playable for the first time.
For DLC Skills, I do wanted to see if Vantage, Lethality, Aether, Weaponfaire skills, Weaponbreaker skills, Gamble, and Shadowgift return as a DLC skill.
For Items, I'm not exactly sure which one to pick besides Scrolls and DLC Reclass Items?
If there doing a character reward if Alm or Celica's team goes to one of the Xenologue maps that a character needs to be rescued like how Fates have Anna in her own map and she joins as a DLC character. I do want to see if they can might add Anna join as a DLC, add one of recurring characters like Jake, one of the Fates characters, or other characters in the previous Fire Emblem games, or it be a completely brand new character.

Now, I don't know if anyone gave this specific Idea before, but I'm going to throw it out there anyway.
I would like it if skills worked like this: there are only slots for 3 skills at a time.
1: Personal skills. These skills will always stay with the unit, and cannot be unassigned. Each character can only have one personal skill.
2: Class skills. These skills can be assigned and unassigned, being learned at level 7 for each class, promoted or unpromoted. When a unit has been reclassed or promoted, and they reach level seven, the unit will have the option to either un-assign the current class skill in exchange for learning the new one, or to keep the current class skill they have. (For example, say the class skill you keep is vantage, the myrmidon class skill, and the class skill you refuse is Smite, the Brigand Class skill. This makes a particular unit a brigand/bandit class with vantage, but is not able to have smite)
3: Special skills. These skills are either mastery skills learned through items (like in Path of Radiance/Thracia) or skills acquired through special events (Mareeta's Astra in FE 5) or through inheritance if there are parent/child generations.
For the sake of keeping things balanced, I'd like only 3 skills on a unit at maximum. I also feel that, similar to what Awakening did, each unit should have an "unassigned" reserve slot for one skill. And the skills can be swapped between battles or at a base, and each character gets only one slot.
In short, this "Unassigned skill" slot should be there to hold any skill that was stored and not dropped. You can swap out a current skill for the one in reserve, which goes to its respective skill slot (class or special).
Is this a feasible way for skills to be implemented? Or is there a specific way that an existing game handled skills that you'd like to return?

I'm playing Revelations and the pairings I plan on doing are:
Arthur/Effie
Azama/Felicia
Benny/Camilla
Hayato/Nyx
Hinata/Setsuna
Jakob/Charlotte
Kaden/Rinkah
Kaze/Beruka
Keaton/Hana
Laslow/Peri
Leo/Sakura
Niles/Mozu
Odin/Elise
Ryoma/Kagero
Saizo/Orochi
Silas/Selena
Subaki/Oboro
Takumi/Azura
Xander/Hinoka
and FMU/Shigure
I'm aware that astra, replicate and lifetaker are nifty to have, but I don't know what else I should aim to give them/pass to them?
I'm sorry that I need so much help lol but? I don't know what I should give them,,

Now as we all know, the skill system has been in Fire Emblem for almost the entire series(I believe starting in...FE4...maybe...haven't played FE3). It honestly didn't really hit it's stride till FE9(and REALLY taking off in FE10)...and here we are now.
(Also, just to say now, my best points of references are gonna be FE9 and FE10. So unless FE4 differs in a way, let me know please)
Now, as a whole, the skill system pretty much broadens the capabilities of your units in various ways. From skills like Wrath that raises your crit rate when at low health, or Vantage that allows you to attack first in battle, or even Aether which...well...most of you know.
Pre Awakening, skills were only there to change very small (but possibly significant) things in battle. Awakening and Fates made skills that not only has even more skills that fit a class, but they allow you to equip a whole range of skills as well! It's a really cool system, however...I feel like maybe they've gotten a bit too...broad. What I mean is that it kinda has come to a point where skills have gone from "abilities that help give you an extra edge in battle" to "abilities that will determine a battle". Skills usually help you in small, but somewhat big way. However, I feel like some of the new skills kinda throw a whole new wrench into tactics. It's like the skills play more of a factor then the character's stats do...if that makes enough sense.
Look at the skills in RD and look at the ones in Fates to compare them. (Sorry in advance since there is a LOT! Also, didn't have Awakening part of this since most of the skills in that game are in Fates, so..yeah.)
Radiant Dawn Skills
Fates's Skills
Notice how the skills in RD are much more...simplified. Also, minus Mastery skills, they give small boosts and may help you in certain situations.
For the ones in Fates, there are SO many skills that do SO many things and while some do give small boost, others...give you major boosts in capabilities. So much so that just having them equip can really determine how things will go in a fight!
Now to be fair, I think my feelings toward the skills more got to do with stuff like reclassing that lets you grind for skills of almost any class and MyCastle...which literally lets you buy them! This allows you to put whatever skills you wanted on any unit without much restriction.
In FE9 and FE10, you could equip certain skills to your units, but you were quite limited in who could get what. Only skills like Shove, class skills, and mastery skills were guaranteed to you(well, more so in FE10). Everything else, either you were one of the few units who came pre-equiped with that skills or you had to wait till you acquired that skill in order to equip it. Even then, you were limited by your capacity(pretty much your badge points from Paper Mario or kinda like say Materia from Final Fantasy 7 in a way). Each skill had a certain "capacity" to them. Most characters started out with around 20 capacity(kinda varies on the class), but you were given more when promoted(also, while the capacity is quite high for some skills, for those who may not know, you had three class tiers in RD. By third tier, you get 60 capacity...although some of that is token up by your master skill, so more so around 30, which was still enough for at least maybe 2 or 3 skills). That means you were limited in what skills you could get and how many you could get....which for RD was ESPECIALLY needed since a lot of these activated by skill (no, the hit rate one ) and you're most likely capping most of your stats by endgame(most characters skill cap around 50 or so) sooo....you kinda become destruction incarnate(even more so when you combine certain skills together on certain units)! ...And it was glorious...
While Skills did help you gain an edge in battle, or even help someone be more effective in battle, your own abilities were the main factors in a fight. They weren't always active and while sometimes they did activate, sometimes they didn't. You had to rely on your own fighting ability to make it through a fight if the skills weren't active(although, sometimes they could even activate at the right time and save your unit's life).
Now, is this system completely balanced? Probably not, but it did limit what skills could be on a character and you couldn't just throw whatever you wanted on them...making so that you couldn't put the best skills on almost every person and blaze through enemy line(that's what your main stats were for )!
Is that to say I hate the current skill system? No. I think it's pretty cool and gives you a bit more freedom, but since almost everyone has access to all these skills and can possibly all have them on at the same time...tactics could possibly take a back seat(and kinda gives you a bit too much freedom). It's quite flawed(I mean both kinda are, but it's more glaring with this current system).
Personally, I would wish for the skill system in RD to come back(specifically the one in RD since in PoR/FE9, you could still equip skills, but if you took them off, you would lose them for good and the game never tells you this for whatever freakin' reason...WHY PoR, WHY?! In RD, they thankfully fixed that and let you take off and put on skills as much as you want...so if you weren't using a specific character, but they had a good skill like Paragon or Blossom...or both, you could take it off them and stick it on someone else that you're using) OR...maybe somehow fuse the two systems together!
Of course, this will kinda depends on how future games structures itself, but I think they could still work it in somehow...especially with more powerful hard ware and ram(?) then the the 3DS (Like for example...you have 6 skills slots. 3 are reserved for Shove the best skill for everyone, your class skill, and your mastery skill. You can equip whatever skill you wanted on the other three...as long as you have that skill to equip in the first place)!
And those are my general thoughts on the Skill system and what to possibly do with this system in the future.
Soooooo...what do ya think? Think this is a good idea, a bad idea, a stupid idea? I like hearing other thoughts and ideas!